Jethro's Braindump

GDC Vault - Exploring the Tech and Design of 'Noita'

speaker
Petri Purho
company
Nolla Games
tags
Game Design

Noita uses a very simple falling sand simulation algorithm, liquids and gases are implemented similarly.

Rigid bodies use a marching square algorithm.

How to simulate all pixels in a big world? Multi-threading! The world is divided into \(64 \times 64\) chunks. Each chunk keeps a dirty rectangle, containing all the pixels that need to be simulated.

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